r/CurseBorne

▲ 64 r/CurseBorne+3 crossposts

So for someone who's been tangentially invested in World/Chronicles of Darkness games and played in a few one shots and a werewolf the forsaken campaign, what's the main differences in tone and theming between Curseborne and World/Chronicles of Darkness?

So as the title says, what's the thematic and tone differences between Curseborne and World/Chronicles of Darkness?

To summarise my experience with WoD and CoD; I'm not super invested in them but I know a lot of people who are and I have flicked through the Tvtropes pafe to try and better understand it, I've also played in a Werewolf the Forsaken campaign that had several different splat (mummy, vampire, changling and a mage(as a treat)). I know roughly what each splat's deal is and the general theme differences between WoD and CoD (WoD is darker and more focused on meta-plot, CoD is (relatively) lighter and less world defining meta plots). As a general rule I'm more of an Exalted fan than WoD/CoD.

The main thing I'm aware of in Curseborne is there is a lot more inter-splat interaction but that's most of my knowledge on the game.

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u/Sanguinusshiboleth — 3 days ago

First Aid question

On page 204 under the First Aid section the book says, "Characters can take a first aid action at the end of any scene in which there was not combat or other heavy physical activity."

So according to that you can't make a first aid check at the end of a scene with combat? So you can't administer live saving first aid until after you go do a whole new scene? (Sorry I know your bleeding out and near death but we can't bandage you until we go spend an hour in a library doing research first). That seems kind of antithetical to the concept of "first aid" which is supposed to be immediate care.

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u/neberu0711 — 5 days ago
▲ 24 r/CurseBorne+1 crossposts

Any Podcasts out there?

Anyone know of any Curseborne podcasts that have popped up? Ideally discussion and analysis type podcasts but if there are AP ones I supposed you might as well post about them as well.

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u/neberu0711 — 4 days ago

I wanted a mad scnetist lieage so I built one from Genius The Trasgression

So I spent some time to create a lineage. I know Outcast could work, but I thought it would be more interesting to take all of Genius: The Transgression and fit it into Curseborn as a lineage.

Its not done and being reworked still but here is what I got so far. Some will be removed some completely changed to fit better.

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THE TRANSGRESSED

SO, YOU BROKE THE UNIVERSE? CONGRATULATIONS, EINSTEIN. WELCOME TO THE LAB.

Most of the Accursed out there got handed a bad deal. A vampire bit them, a ghost possessed them, or their great grandfather pissed off the wrong fae lord. Not us. We didn't catch our curse in a dark alleyway.

We did the math, carried the one, and broke the laws of reality with our own two hands.

We are the Transgressed. At some point, you looked at the laws of thermodynamics, gravity, or biology, and you realized they were just suggestions. You had what we call the Breakthrough, a moment of pure, unadulterated Inspiration that infected your brain with a cosmic, reality warping energy we call Mania. You saw how the universe actually works, and you realized you could rebuild it.

But here is the catch: reality doesn't like being rebuilt. Your brilliance is your curse. The mundane world violently rejects your creations in a storm of failing gears and exploding circuits we call "Havoc." Sane people can't even understand you anymore. When you try to explain your brilliance, it comes out as terrifying, incomprehensible static we call "Jabir."

We are chained to our work. If we stop testing the limits, the Mania eats us from the inside out. So grab your welding torch, your bone saw, or your super collider. The universe is broken, and we're the only ones cursed with the blueprints to fix it.

WHAT ARE WE?

We are the mad scientists, the hubristic inventors, the rogue scholars, and the basement dwelling tinkerers. We don't cast "spells". We build Wonders. Sure, the other Accursed call it magic, but we know it's just higher dimensional physics fueled by the raw, crackling curse of our own intellect.

Every Transgressed is driven by their Damnation, an obsessive need to cross a specific kind of boundary. You can't just be smart; you have to be driven. We don't fit in with mundane society anymore. We look at a city bus and see the parts for a teleporter. We look at a stray dog and see the chassis for a cybernetic guardian. We are walking, talking paradoxes, and the more we invent, the more we distance ourselves from our own humanity.

LINEAGE PATH: THE TRANSGRESSED

You peered too deep into the fabric of reality, and it stared back. Your mind is a weapon, a forge, and a curse all rolled into one.

Path Skills: Crafts, Esoterica, Science, Technology (pick three) Major Path Attributes: Mental 5, Physical 2, Social 3 Minor Path Attributes: Mental 3, Physical 1

Major Path Inheritance: Jury Rigged Reality. Your curse allows you to treat supernatural phenomena as mechanical puzzles. Once per session, you may spend 1 Momentum to interact with a curse, phantasm, or supernatural entity using your Science or Technology Skill instead of Esoterica. Additionally, you may spend 1 Momentum to grant a mundane weapon or tool the Transcendent or Magical tag for the remainder of the scene by hastily modifying it with cursed Mania.

OUR DAMNATION: THE EUREKA URGE

The Transgressed are pushed by their urges to test limits and break boundaries. If the character has their Lineage as their Major Path, they must choose their specific urge (discovery, control, creation, evolution, or destruction) dictated by their Family.

The more the Transgressed build, the more their urge pushes them to go further. Anytime the character holds 0 curse dice, their scientific obsession overtakes them. They cannot regain curse dice until they act upon their urge, usually by testing a dangerous hypothesis, building something they shouldn't, or crossing a moral or physical boundary.

Resolution: She must take meaningful action to express her urge, such as testing a dangerous prototype in a crowded area, conducting an unethical experiment, or deliberately provoking a supernatural entity to gather "data." Doing so earns the character 1 curse die. If the action deeply inconveniences her crew or puts them in danger, she earns 1 Momentum as well.

TORMENTS

Mania drives all Transgressed to act in ways that make them monstrous. Choose one of the following torments that affects the character. Anytime the character succumbs to a torment, gain 1 curse die or 1 Momentum.

  • Jabir (The Babbling Sickness): The brilliance in your head is too vast for human language. When this torment triggers, you lose the ability to relate to mundane humans. You cannot communicate normally; everything you say comes out as terrifying, manic technobabble. You automatically fail any Social rolls to comfort, persuade, or blend in with mundane humans, instead inflicting the Disturbing area effect or the Terrified status effect on them.
  • Havoc (The Worlds Rejection): Mundane reality hates your existence. When this torment triggers, the universe violently pushes back against your curse. Mundane technology around you catastrophically fails, or worse, your own Wonders violently malfunction, overheat, or temporarily gain sentience and turn against you.
  • The God Complex (Loss of Obligation): You lose your empathy. When this torment triggers, you view the people around you, even your friends, as nothing more than numbers, variables, or test subjects. You act with cold, amoral logic, putting your experiments and survival above the safety or feelings of anyone else in the scene.

THE FAMILIES

When a Transgressed breaks through, their specific obsession dictates how their Mania manifests. We organize ourselves into Families (or "Foundations") based on what boundaries we love to break.

THE ARCHITECTS (The Builders)

We don't accept the limits of matter. If it is broken, we fix it. If it doesn't exist, we build it. The Architects are the gear heads, the robotics experts, and the armor smiths. They channel their curse into metal, plastic, and silicon. They are obsessed with creating autonomous machines and impenetrable defenses.

  • Urge: The action's result must involve creating something new or fortifying a location or person against an overwhelming threat.
  • Motif: When casting a spell or activating a Wonder to protect someone, bleed 1 additional curse die to apply the Armored or Hardened status effect to a target in the Area.

THE CHIMERAS (The Flesh Weavers)

The human body is just a machine made of meat. And we know how to upgrade the hardware. The Chimeras are the mad biologists, the gene splicers, and the re animators. They cross the boundaries of life and death, viewing biology as a canvas. They heal, they mutate, and they breed terrifying monsters in vats.

  • Urge: The action's result must involve altering a living creature, crossing a biological boundary, or playing god with life and death.
  • Motif: When casting a healing or enhancement spell, bleed 1 additional curse die to immediately clear a physical injury box, but the target takes on a temporary, disturbing mutation (glowing eyes, scaly skin) that imposes a Social Complication for the rest of the chapter.

THE VOYAGERS (The Aeronauts)

Distance is an illusion. Gravity is a suggestion. The universe is ours to traverse. The Voyagers cross the boundaries of space, time, and dimension. They are the explorers who build teleportation gates, deep earth mole machines, and chronal distorters. They refuse to be tied down by geography.

  • Urge: The action's result must involve plunging into the unknown, opening a door to an Outside, or fleeing a situation using highly dangerous experimental transit.
  • Motif: When casting a spell related to movement or evasion, bleed 1 additional curse die to ignore all physical barriers, essentially teleporting yourself or an ally to any point within your line of sight.

THE OVERLORDS (The Puppeteers)

Free will is the ultimate chaotic variable. We are simply balancing the equation. The Overlords are the sociologists, the hypnotists, and the mind controllers. They cross the boundaries of free will and personal sovereignty. They use subliminal frequencies, pheromones, and neuro implants to orchestrate the world from the shadows.

  • Urge: The action's result must involve stripping someone of their agency, manipulating a social group, or forcing an enemy to act against their own interests.
  • Motif: When casting a spell with the Psychic attunement, bleed 1 additional curse die to inflict the Hypnotized or Charmed status effect on a mundane human without a roll.

THE ORACLES (The Theorists)

Everything is data. The past, the future, the secrets in your head. We can calculate it all. The Oracles cross the boundaries of linear time and human knowledge. They build probability engines, temporal scanners, and dimensional communicators. They know the secrets of the universe, and it usually drives them completely insane.

  • Urge: The action's result must involve uncovering a dangerous secret, predicting a catastrophe, or spying on a powerful supernatural entity.
  • Motif: When investigating a scene or analyzing a target, bleed 1 additional curse die to ask the Storyguide one yes or no question about the situation that your character deduces through impossible mathematics. The Storyguide must answer truthfully.

TRANSCENDENT PRACTICES (Magic)

While Sorcerers cast spells and the Dead haunt, the Transgressed employ Practices of Axiom. To the world, it looks like magic. To us, it's just a Wonder doing its job. You build gadgets to cast your "spells".

  • Axioms of Destruction (Katastrofi): Spells that deal direct physical or energy damage (Rayguns, Plasma Cannons, Acid Sprays).
  • Axioms of Alteration (Metaptropi and Exelixi): Spells that change the properties of an object, heal wounds, or disguise the user (Shrink Rays, Hologram Projectors, Healing Serums).
  • Axioms of Independence (Automata): Spells that summon minions or create autonomous defenses (Clockwork Zombies, Drone Swarms).
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u/TheArchivist314 — 12 days ago